- HyperGrid Networks
The Primary HyperGrid Network consists of many of the largest OpenSim grids as well as many smaller, personal grids. The destinations on this Network are running the more recent OpenSim revisions providing the very latest features that OpenSim has to offer.
OpenSim Core Bugs
MantisBT - Issues - (rdcdev)
Updated: 8 hours 17 min ago
Map search for regions outside your normal viewing area and use of landmarks is broken with Cool VL viewer, Imprudence and hippo viewers. This does not affect singularity or firestorm.
Opensim 08 Estate managers cant edit any settings in land.
When i login straight into a region and i try to teleport to other coordinate on the same sim with the map, teleport is refused until the terrain is loaded.<br /> I discovered this problem first on 1280x1280 variable region. but it also happens on normal 256x256 region. on the map you keep seeing loading.<br /> <br /> 1. teleport to a variable region.<br /> 2. logout<br /> 3. login.<br /> 4. open map and try to teleport to other location inside the same region,<br /> its failing, if you close the map and wait un til the terrain is loadid it works 99% of the time fine when you then open the map again.
Only in Standalone I get at Login red colored Error-Messages, and similiar Messages, when i select an inworld rezzed prim.<br /> <br /> The problem does not occur with Singularity. But with Firestorm 18.104.22.168833 it shows up.<br /> <br /> In the additional-Information-Field I paste the messages.<br /> <br /> <br /> In the additional-Information-Field I paste the messages.
0007198: Sit camera rotation not correct when prim to be sat on is not rotated <0,0,0> or is not root
Since commit 5015b0b; When sitting on a prim that has a sit camera script in it and that prim isn't rotated <0,0,0> (when not root) or isn't the root prim (rotation of the prim doesn't seem to matter in that case), the camera will not look at the intended point.
Since commit 36d146b sit camera settings no longer set the camera correctly when the prim that the camera parameters are applied to is not root.
Walking and flying is choppy. Slow and fast moving alternate. This has nothing to do with the rubber band-effect !<br /> <br /> <br /> Important: In "OSgrid 0.7.6 (Dev) 3646361: 2013-02-05" this problem was much less intense.<br /> <br /> (This was the last version i worked with, before i updated to 0.8.0)<br /> <br /> <br /> Important2: This happens in Standalone-mode too.<br /> <br /> <br /> Important3: I remember at a bug-report in the past, that had the same topic. Because there is no search-function here, i cannot give the number.
When llLoopSound the first time is called, it works normal. But when you call it after then, the Sound stops.<br /> <br /> In SecondLife this doesn't happens. There you can call llLoopSoudn as often as you want.<br /> <br /> Workaround:<br /> <br /> Call llStopSound before llLoopSound, then wait a moment.
The use of land_collision_start(vector pos), land_collision_end(vector pos) and land_collision(vector pos) in a vehicle script works fine on a normal field (eg: land fill 20.5) but it does not work correctly on a field below the water level (eg: land fill 0.0).
The sounds inside a prim stops looping when you make a change to the script thats looping the sound. In normal cases the changes should take effect immediatly aft rthe changes were made but instead the sound stops looping when it should be looping once more with the new changes
For some regions on my grid the region prim capacity is shown incorrectly. They started out ok but over time i started to notice a few changed to show different numbers. <br /> <br /> Other regions with the same settings show the correct number, it seems to be heavy used regions that have been open awhile. Restarting does not effect the number displayed and the incorrect number is the same after a reboot.<br /> <br /> I just noticed while writing this that also depending on the parcel you are in, the region capacity can be different. As shown in the attached image. The top of the screen shot shows the land info while standing on the main parcel, ie covers most of the region. The lower half of the image is while standing on a small parcel in the same region. The region capacity should be 30,000.<br /> <br /> Thanks
I started up a new sandbox plaza III that is not even against sandbox plaza II and scripts using llSay and whisper can be seen in from opposite regions
Exception: System.StackOverflowException: The requested operation caused a stack overflow.<br /> at (wrapper managed-to-native) object:__icall_wrapper_mono_string_alloc (intptr)<br /> at (wrapper alloc) object:Alloc (intptr,int)<br /> at System.Text.StringBuilder.InternalEnsureCapacity (Int32 size) [0x000b1] in /home/kunta/mono/mcs/class/corlib/System.Text/StringBuilder.cs:726 <br /> at System.Text.StringBuilder.Append (System.String value) [0x00082] in /home/kunta/mono/mcs/class/corlib/System.Text/StringBuilder.cs:371 <br /> at OpenSim.Services.Connectors.PresenceServicesConnector.GetAgents (System.String userIDs) [0x00090] in /home/kunta/opensim-0.7.6-source/OpenSim/Services/Connectors/Presence/PresenceServicesConnector.cs:327 <br /> at OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence.BasePresenceServiceConnector.GetAgents (System.String userIDs) [0x0000f] in /home/kunta/opensim-0.7.6-source/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/BasePresenceServiceConnector.cs:132 <br /> at OpenSim.Region.CoreModules.Avatar.InstantMessage.MessageTransferModule.SendGridInstantMessageViaXMLRPCAsync (OpenSim.Framework.GridInstantMessage im, OpenSim.Region.Framework.Interfaces.MessageResultNotification result, UUID prevRegionID) [0x0007c] in /home/kunta/opensim-0.7.6-source/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs:493 <br /> at OpenSim.Region.CoreModules.Avatar.InstantMessage.MessageTransferModule.SendGridInstantMessageViaXMLRPCAsync (OpenSim.Framework.GridInstantMessage im, OpenSim.Region.Framework.Interfaces.MessageResultNotification result, UUID prevRegionID) [0x001f4] in /home/kunta/opensim-0.7.6-source/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs:563 <br /> at OpenSim.Region.CoreModules.Avatar.InstantMessage.MessageTransferModule.SendGridInstantMessageViaXMLRPCAsync (OpenSim.Framework.GridInstantMessage im, OpenSim.Region.Framework.Interfaces.MessageResultNotification result, UUID prevRegionID) [0x001f4] in /home/kunta/opensim-0.7.6-source/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs:563
0007192: While editing objects if you hit the up or down error on x or y position it defaults to 512
I have varregions of the size 1024 X 1024 and when I am moving an object if I hit the up or down arrow to move an object it will default to 512 if the position of the object is greater than 512. When you try to return the object to its previous position of say 960 it will go back to 512. To move the object you actually have to drag the red or green arrow in about 50 meter increments to get it back to a position greater than 512
0007046: [PATCH] Need console commands to create a new estate and change the estate assigned to an existing region
Need console commands to create a new estate and change the estate assigned to an existing region. This is easy for someone familiar with databases and the opensim tables, but not for others. <br /> <br /> Maybe something like this would work, but anything is fine: <br /> create estate "Estate Name" "Owner first name" "Owner Last Name"<br /> Then change to the region you want to change the estate on.. then<br /> change estate "Estate Name"
0007093: Bulletsim: Wrong stand position. Standing on a prim floor, anything on shoes below bare feet are inside the floor.
Wrong stand position. Standing on a prim floor, anything on shoes below bare feet are inside the floor. It appears almost perfect to stand on terrain with boots on, but stand position on a prim floor is much lower.<br /> <br /> All AV height settings in [Bulletsim] section are commented out so default values are being used.
3 instances are running with 3 sims in each one. The 3 sims in each instance run in a south to north direction. The sims in the 3 instances are arranged on OSGrid so they form a 3x3 square for a total of 9 sims. Bulletsim is running. There is an average of about 10,000 prims on each sim with about 3000 total scripts on the 9 sims. The landing point in in the center sim of the 9 sims.<br /> <br /> I get constant reports that the far west column and far east column of 3 sims (instance 1 and 3) are not visible and not accessible. AVs get stuck if they try to cross the border into them and usually have to relog. Restarting sometimes fixes it. The log file for the instance in question looks totally normal even though it appears to not even exist to instance 2. Things also seem more laggy than instance not close to others like this, and its sometimes hard to walk with 2 AVs there.
0007103: Sim Crossings: Walking across sim borders North to South slower and sink into ground compared South to North crossings
Walking across sim borders North to South slower and the AV sinks a half meter or so into the ground compared South to North crossings. Just discovered this today while on some sims with quite a few prims. I removed all attachments including clothes and it was slightly better, but still a VERY noticeable difference depending on the direction you are walking when crossing the border. Have not tested east west crossings.<br /> <br /> Singularity seemed to have a lot longer pause crossing North to South compared to Firestorm, but the pause and drop into the ground was very noticeable on both.
I have Vivox enabled in opensim.ini on every instance I run in OSG. One sim had voice turned off in Land Settings and this was causing a Vivox related message to go into the log file at the rate of 4 per second when an AV was on that sim. I do not know if the AV on the sim had voice enabled in their viewer or not. This was rapidly filling up the log file.<br /> <br /> Turned Voice back on in the Land Settings and the chatty messages stopped. One message maybe is appropriate, but not 4 per second while an AV is on the sim.<br /> See a segment from the log file in Additional information below.
0006983: Private Vivox voice calls no longer work with opensim and Singularity since about 076 opensim release
The private voice call button is always grayed out when using Singularity on opensim. This has been reported on the singularity bug site as well, but there they say the problem is in opensim starting at about version 076. I think this still works in FS, so I have no idea if the problem really is in opensim or Singularity or both.<br /> <br /> The last test was done with Singularity Alpha release as of today with the latest opensim dev master as of today and can confirm along with others that have told me about this that private Vivox voice chat is no longer working.